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Alucard Lazy? from Vancouver, BC Since: Jan, 2011 Relationship Status: Showing feelings of an almost human nature
Lazy?
#476: Dec 4th 2012 at 3:02:53 PM

[up]That system would be much better. Enemies knowing they set themselves up for a risk when approaching a marker is already a valuable tool for area-control.

Eventua from The Thirty One Worlds Since: Jan, 2001 Relationship Status: Wishfully thinking
#477: Dec 5th 2012 at 3:13:41 PM

Going to update it here, since this is a new page and such.

UPDATED AGAIN

Name and Title: Mystidia, First Lord of Order
Appearance: [1], [2] and [3]. As you can see, she has a tall, thin profile and carries a touch-pad.

Overall style and Markers: Cautious, long-range, tricks and traps. She wields a mysterious grey touch-pad (which she calls her 'Omnibus') at all times. Mystidia has a unique quality whereby some of her abilities can place 'markers' (up to seven at a time) - these stationary, highly visible objects deal no damage and fade away after a while, but some of her attacks have additional effects when they make contact with the markers, while others use the markers as a 'launch point', mostly projectiles. This means that Mystidia can control several different locations separate from herself at once, and making careful use of the markers is crucial to victory.

Moveset - Square:

  • Neutral Ground: Book Club - Mystidia hurls her Omnibus in front of her in a wide arc (up to three hits through further button presses). It has decent range and travels quickly, but has very low AP gain.
  • Forward Ground: Book Launch - Mystidia hurls the Omnibus forwards at high speeds, with limited control after launch. It has a narrow profile and is slightly slower, but it has much better range than 'Book Club'. Assuming the Omnibus does not impact an obstacle, it will achieve its maximum range, stay in mid-air for a full second, then instantly fly back, damaging foes on the return route. Very low AP gain.
  • Upward Ground: Page Turner - Mystidia hurls the Omnibus straight upwards, where it will pause in mid-air before spraying damaging data bits out in a wide area around itself for a couple of seconds before returning to Mystidia. It can be charged up to increase the area covered and the time spent flying (up to eight seconds). Very low AP gain.
  • Backward Ground: What a Twist! - Mystidia spins around and the Omnibus releases data bits in a weaving, tornado like motion upwards at an angle. The 'twist' sucks in opponents before throwing them outwards. Very low AP gain.
  • Downward Ground: Mark your Place - Mystidia snaps her fingers, dropping a marker from the Omnibus's current position (up to five at once).

  • Neutral Air: Reading Hour - Mystidia launches the Omnibus in a clockwise, short-range path around her (regardless of what direction she faces), spinning as it goes. Very low AP gain.
  • Forward Air: Launching a Book Club - A mixture of 'Book Club' and 'Book Launch'. Mystidia throws the Omnibus forwards in a very long, very wide arc that can be steered and can be chained into a two hit combo - it has a lot of speed and range, but because of its thin profile and the distance of its travel, it leaves noticeable gaps between the paths and between Mystidia, allowing opponents to strike at extra close range. Very low AP gain.
  • Upward Air: Book Signing - Mystidia teleports a short distance straight upwards, leaving a marker at her previous position and damaging foes upon reaching her destination. The player can choose the direction of the teleport by changing direction just after Mystidia is engulfed in smoke. Very low AP gain.
  • Backward Air: What a Twist! - Similar to the ground variation, except it is fired at a downward angle. The 'twist' is wider this time, but doesn't have as much range. Very low AP gain.
  • Downward Air: Door Stomper - Mystidia fires the Omnibus straight downwards, being able to chain the attack into a rapid, infinite series of short-range downward strikes. Very low AP gain.

Moveset - Triangle:

  • Neutral Ground: Shadow Grab - Mystidia reaches out with telekinesis. If an opponent is directly in front of her at close range, she'll grab the character (then able to perform throws as normal). If an opponent is a bit further away, at short to mid range, she releases a shock-wave that knocks back opponents. Low AP gain (shock-wave).
  • Forward Ground: Shadow Surge - Mystidia dashes forwards at high speeds for a medium distance, covered in a dark purple smoke. If she reaches an opponent, she grabs them until finishing her dash, before slamming them into the ground. If she reaches a marker, she instantly stops the dash and produces a purple explosion, knocking back opponents. Very low AP gain (initial grab), low AP gain (impact), medium AP gain (explosion).
  • Upward Ground/Air: Shadow Ascension - Mystidia dashes upwards at high speeds, covered in a dark purple smoke. Unlike Shadow Surge, which has a set distance, Shadow Ascension can be charged up to increase the distance and speed and can be 'steered' by changing direction mid ascension. The smoke, however, is much thinner and Mystidia does not grab opponents, instead simply knocking them away. Very low AP gain (regular), medium-low AP gain (explosion).
  • Backward Ground: Pale Imitation - Mystidia creates a darker, semi-transparent version of herself that moves in tandem with her own movements. It follows the players controls, but in reverse - when Mystidia walks left, it walks right. When she uses a forwards attack, it uses a backwards one. However, it's up/down controls are identical. In addition, its attacks are weaker and it cannot use supers, and after being struck five times it fades away. A new marker is placed wherever it faded.
  • Downward Ground: Counter Shadow - Mystidia creates a small smoke cloud with her hands. It fades after a quarter of a second and deals no damage. However, if an enemy attack strikes the cloud, Mystidia performs a powerful counter-attack with a large explosion that sends all nearby foes flying. A new marker is placed wherever a launched opponent lands. High AP gain.

  • Neutral Air: Shadow Wave - Mystidia pauses in mid-air and summons a number of dark energy spheres that fly away from her, drifting slowly until they move off-screen or explode on contact with an opponent, item or obstacle (contact with a marker creates a noticeably larger explosion). By default, two spheres are fired (left and right), but the move can be charged up (up to eight spheres). While charging, Mystidia is suspended in mid-air until release. Medium AP gain (regular), high-medium AP gain (marker explosion).
  • Forward Air: Gravity Pulse - Mystidia creates a 'pulse' of dark blue energy for a short but wide area in front of her. Opponents and items caught in the wave become enwrapped in dark blue energy and are suspended in mid-air for a few seconds. No AP gain.
  • Backward Air: Gravity Slam - Mystidia spins and creates a smaller, slower pulse akin to 'Gravity Pulse'. However, enemies caught in this pulse are launched downwards. Very low AP gain (Mystidia), very low AP loss (captured opponents).
  • Downward Air: Vortex Dive - Mystidia dives straight downwards in a spinning vortex of purple smoke and energy. A powerful shock-wave is created on impact with the ground. Opponents and markers caught within the vortex are dragged down with it, being sent flying and acquiring additional AP for Mystidia. High-medium AP gain (impact), additional very low AP gained for the number of opponents and markers caught in the descent (+1 to +8).

Moveset - Circle:

  • Neutral Ground: Entropy Sphere - All markers in play transform into floating spheres that fade over time. These do not move, instead exploding when an opponent makes contact, launching opponents. Medium AP gain.
  • Neutral Ground (Hold): Entropy Bolt - All markers in play charge up energy, before releasing a bolt of purple lightning to the nearest opponents. Medium AP gain.
  • Forward/Upward Ground: Shadow Spear - Mystidia points dramatically, and all markers in play transform into high speed bolts of dark energy that either fly straight forwards (if 'forward' is used) or straight upwards (if 'upward' is used) until they strike an obstacle or opponent. Medium-low AP gain.
  • Backward Ground/Air: Security Program - Mystidia converts the nearest marker into a 'Security Program'. This strange, mask wearing creature will chase after the nearest opponent, attacking through claws or by firing small 'shadow spears'. It can take five hits before breaking, at which point it explodes. Low AP gain (Program attacks), high-medium AP gain (explosion).
  • Downward Ground: Shadow Shield - Mystidia converts the nearest marker in play into a bubble of dark energy. She can move and attack through it, though it blocks the path of enemy movements and projectiles.

  • Neutral Air: Draw and Break - Mystidia creates a chain of dark energy to the nearest marker. The marker is then dragged back to her at high speeds, grabbing opponents in its path where they are then launched by an explosion on contact with Mystidia. High AP gain.
  • Forward Air: Shadow Fist - Mystidia snaps her finger, and the nearest marker turns into a fist made of purple flame that uppercuts, knocking struck opponents straight upwards. Medium AP gain.
  • Upward/Downward Air: Cloud - The nearest marker fires off a swarm of data bits either upwards or downwards - upwards has more range, downwards covers a wider area. Medium AP gain.

Moveset - Other:

  • Throws - Mystidia grabs her opponent with telekinesis. Upward, forward and backward all simply involve throwing the opponent, while downward slams the opponent into the ground before launching them with a powerful explosion.
  • Shadow Glide - Mystidia glides with purple smoke through holding the X button.
  • Level 1 Super: Lost my Place? - Mystidia checks her Omnibus, and the nearest marker turns into a blackhole that sucks in nearby opponents to score a kill. Lasts for five seconds but is fairly easy to avoid.
    • "I... I lost my place?! Oh, you're going to get it now!"
  • Level 2 Super: The Hungry Abyss - Same as above, except that now all markers on the field transform into black-holes, sucking in nearby opponents to score a kill. Again, lasts for five seconds.
    • "Hold still!."
  • Level 3 Super: Four Lords Unite! - Mystidia summons her siblings. Iram first shows up, hurling killer fireballs and creating powerful shockwaves with his wrench. Then Gaudium arrives, teleporting around randomly and raining lightning bolts. Lastly Timora shows up - the ground becomes slippery and opponents are frozen. While frozen, opponents are shattered with even the most basic of attacks.
    • "That does it! Brothers, sister! Come over here and help me out!"

Other Stuff: Mystidia manifests in a vortex of dark energy, Mystidia reads her Omnibus before rolling her eyes, Mystidia dramatically points (Pheonix Wright style), Mystidia pushes her glasses up her nose and gives a disapproving 'tut'.

  • Victory poses - Mystidia gives a faint smirk, Mystidia shakes her head and vanishes into a dark vortex, Mystidia shrugs whilst saying "An expected result." , Mystidia summons a wall from the Citadel, leans against it and says "Knowledge is power - maybe you should have paid more attention in school."
  • Failure poses - Mystidia looks genuinely distressed and fades away, Mystidia collapses to her knees, Mystidia looks shocked and crosses her arms.
  • After match poses - Mystidia continues to read her Omnibus (victory), Mystidia shakes her head and looks at the ground (failure).
  • Taunts:
    • "Hmph."
    • "Expected."
  • Alternate costumes - Mystidia dressed in a different snazzy business suit (pre-order), Mystidia as a 'pure' silhouette - seems to be made of glass (unlockable).

Plotline:

  • Intro - Mystidia is stood in the 'Hub' of the Citadel, looking at various screens. 101, her faithful assistant and emotionless adviser, appears next to her.
    • 101: Lord Mystidia, the Enneagram is detecting something unusual within an infected simulation. Perhaps you would like to investigate?
    • Mystidia: Hmph... I'd really rather not. How powerful is it? Couldn't I just send Iram instead?
    • 101: The signature is extremely powerful - it could easily be misused or misunderstood. Are you certain you want to entrust something so powerful to someone else?
    • Mystidia: Hmm... good point, I suppose. If I send Iram, he'll probably break it or go mad with power. If I send Timora, she may not be able to handle it. And if I send Gaudium, well, he'll probably try eating it with cheese sauce. Or playing it a lullaby. Or he'll run off and fall down a hole.
  • Mystidia gives a sigh, rolls her eyes, and vanishes into a shadowy vortex.
    • Mystidia: I just hope I don't have to fight through wave after wave of incompetent freaks in order to get to it.

  • Rival - I'm gonna go with 'Sora', due to Kingdom Hearts history on the Playstation, and the fact that they make a great Foil to each other - both travel through 'different worlds', both assemble a number of followers, both battle a numerous and inhuman threat. Difference is, she uses darkness while he uses light, she's a far more ambiguous and cynical character than he is, and she tends to be 'brains over brawn', unlike Sora, who's main solutions to problems are basically just 'Make friends with it!' or 'Hit it with my Keyblade!'
  • Mystidia enters the 'rival area', and looks around, clearly unimpressed.
    • Mystidia: I swear, this place is as difficult and absurd to navigate as the Citadel, only it's full of even more goofballs.
  • Suddenly, Sora runs over to her.
    • Sora: Oh, hi! Say, you wouldn’t happen to know a guy named ‘Riku’, would you? Tall, serious, white hair, carries a sword that looks like a bat wing?
    • Mystidia: No.
    • Sora: Oh, okay! What about a girl, with red hair? Called ‘Kairi’?
    • Mystidia: ... No.
    • Sora: Oh, okay, well, um, have you seen a duck and a dog? The duck’s a wizard, name’s Donald, and the dog’s a knight, called Goofy. Donald’s kind of angry and Goofy’s real sma-
    • Mystidia: No! For the last time, I haven’t seen your friends! Go ask a freak, maybe they'll have a good idea?! Now leave me alone!
    • Sora: Hey, my friends aren’t freaks! Take that back!
  • Mystidia grits her teeth and summons a dark flame to her hand. Sora, at the sight of it, summons the keyblade to his hand.
    • Sora: Is that... darkness?! I should’ve known you were a bad guy!

  • Finale - Mystidia returns to the Citadel, where 101 is waiting.
    • 101: Lord Mystidia, were you successful?
    • Mystidia: Oh, you have no idea. Admittedly, I did call on some temporary help from the others, once or twice, but ultimately I did it. Not surprising, all things considered.
    • 101: What was the source of the signal?
  • Mystidia glows blue and gives a cunning smirk.
    • Mystidia: A truly incredible power... something unstoppable. Fighting the enemies of the Enneagram is going to be a walk in the park with this on our side!
    • 101: A 'happy ending', then.
    • Mystidia: Oh no, 101. Something far better. A brand new story, with us in the title!

edited 30th Apr '13 4:29:23 AM by Eventua

Eventua from The Thirty One Worlds Since: Jan, 2001 Relationship Status: Wishfully thinking
#478: Dec 6th 2012 at 5:59:34 AM

Okay, so, Mystidia Mark II now complete! Any further feedback?

Also, any suggestions for a character thematically similar (or perhaps diametrically opposite) to her that could serve as a good rival battle? Ideally, it should be someone from Sony, or a third party character that would realistically be included in the game, or something.

edited 6th Dec '12 6:00:22 AM by Eventua

WackyPancake from My computer. Since: May, 2011
#479: Dec 7th 2012 at 3:04:02 PM

NEWCOMER: Brick.

  • Name: Brick
  • Series: None, it's a brick
  • Occupation: Brick
  • Abilities: Being a brick
  • Weapons: Bricks can't own weapons.
  • Profile: It's a brick. Bricks are made at factories and used for building stuff. This one is no different. I think. At least, I can't tell it apart from the billions of other bricks in the world.
  • Theme: Bricks aren't musical.
  • Health: Uh... How much health does a brick have?
  • Mobility: None, it's a brick.
  • Offense: Well, I guess it could hurt somebody if you grabbed it and threw it.
  • Voice: Bricks don't talk.
  • Intro: Lays there, being a brick.
  • Taunt: Is a brick.
  • Dash: Nothing, it's a brick.
  • Block: Nothing, it's still a brick.
  • Normals: Nope. Brick.
  • Standing
    • Light: It's a brick
    • Medium: It's a brick
    • Heavy: Well, bricks are heavy... Oh, you mean... Nope. Sorry. It's a brick.
  • Crouching: Bricks can't crouch.
  • Air: Bricks can't jump.
  • Grabs: Bricks can't grab.
  • Command Attacks: You can't command a brick.
  • Specials: Bricks aren't special.
  • QCF: It's still a brick.
  • DPF: It's a brick, people. A brick.
  • Assists: Bricks are bad assistants.
  • Hypers
    • Level 1: Is a brick.
    • Level 2: Is a brick. But better. Sorta.
    • Level 3: Is a super brick. But still a brick.
  • Strategy: Yay, bricks.

Best character ever.

edited 7th Dec '12 3:05:50 PM by WackyPancake

"I like girls, but now, it's about justice."
MetaSkipper the Prodigal from right behind you... Since: Jul, 2011 Relationship Status: Hugging my pillow
the Prodigal
#480: Dec 8th 2012 at 2:25:23 PM

[up]Imba. Character too hard to get in on. Get rid of some of the invincibility frames and drop the health a bit.

edited 8th Dec '12 2:25:47 PM by MetaSkipper

Artificial Intelligence is no match for Natural Stupidity.
TechPowah Just a simple hero from the room down the hall Since: Mar, 2010 Relationship Status: You cannot grasp the true form
Just a simple hero
#481: Dec 15th 2012 at 8:30:55 PM

OK, my first moveset for PS All-Stars. Note that I won't go into exact AP gain amounts, I'm not experienced enough with the game to account for that.

S is Square, T is Triangle, O is Circle, and X is obviously X/Cross

Tag

Tag is a bit of a charge character, in that his Triangle attacks take from the items from ModNation, and as such have 3 tiers of effect, like Spike's vO, with a little less than a second of charge between tiers. He rubs a bit off of Sackboy with his cicle attacks having temporary lasting effects on the stage. For the record, none of his grabs would have special properties.

Normals:

Block: Tag uses his Shield to make some distance between you and close-range attacks, preventing getting thrown out of it. Disappears after a second, after which turns into a regular block until the next guard.

  • S: Tag does a quick jab.
    • SSS: basic 3-hit combo.

  • <>S: Tag chucks a wheel, causing a fall down.

  • vS: Tag quickly gets out his kart, which promptly explodes to make opponents fly off, like getting hit from missiles or hitting Select during a race. This hits from both sides.

  • ^S: Tag does a short-reaching Shoryuken.

  • Air S: Tag kicks straight down, shooting opponets straight down.

  • Air <>S: Tag gets his kart and does a 180o spin, sending oppponents flying.

  • Air vS: Same as his vS, but in the air. The attack goes with your jump like Cole's vS, so no using this to stall your airtime.

  • Air ^S: Tag headbutts upwards, sending you up a bit.

  • T: Bolt
    • Tier 1 uses Bolt to shoot a small spark forward to knock you back. Stops after hitting once;
    • Tier 2 uses Chain Bolt, which goes through what it hits until it hits a wall. causes an on-knees hit on grounded opponents;
    • Tier 3 causes Bolt Storm to spawn a slow moving storm cloud to shoot down 3 lightning strikes, with a second between each strike, causing opponents to electrocute. The actual cloud moves slightly slower than Big Daddy. Think Black Mage's <>Smash from Super Smash Flash 2, if you've played that game.

  • <>T: Charge
    • Tier 1 has Tag use Jumpstart to make a fast shoulder charge. Knocks opponents upward.
    • Tier 2 is Supercharge, which gives Tag a 2.5x walk/airspeed boost for about 3 seconds or until either he is attacked or he launches an attack/Super.
    • Tier 3 gives Tag Warp, where he teleports a pretty good distance, sending close-by opponents flying on re-entry. Warp distance is about half screen distance from Invasion's intro portion, but you can't chang the direction, only straight forward, and you can't attack or jump if you end up Warping above ground.

  • vT: Nature
    • Tier 1 has Tag uses Pebble Blaster to slam a rock on the ground to knock close-by opponents on either side of you down.
    • Tier is Dust Devil, where Tag summons a sand twister around him that stuns opponents.
    • Tier 3 uses Rockslide, two large boulders shooting down around Tag that break upon touching ground. Opponents in the air get sent flying away, but with more AP gain; grounded opponents get hit to on-knees where Tag can follow with a super, but has much less AP gain.

  • ^T: Fire
    • Tier 1 gives Tag a Flaming Fury, a fast fireball shot straight upwards.
    • Tier 2's Triple Fury has Tag summon a big fireball that splits into 3 smaller balls shot diagonally both sides and upwards. The smaller fireballs go after hitting something, and hitting with the bigger fireball giving more AP.
    • Tier 3 uses Phoenix, where Tag sends a phoenix made of fire straight up, with smaller fireballs raining down from it in random directions. The phoenix sends opponents flying, while the fireballs persist until they hit pavement.

  • Air T: Tiers 1 and 2 are the same, but Bolt Storm is just a single strike down from where Tag is.

  • Air <>T: All 3 Tiers are the same.

  • Air vT: Tiers 2 and 3 are the same, but Tag throws the rock down on an air Pebble Blaster.

  • Air ^T All 3 Tiers are the same.

  • O: Tag puts an oil slick on the ground to trap opponents. Disappears if Tag gets KO'd

  • <>O: Tag plants a boost pad. Anyone that steps on it shoots straight forward. Disappears if Tag gets KO'd.

  • vO: Tag brings out a fire pad that will shoot up flames to sent opponents upward, with OK AP gain. Disappears after 3 uses or if Tag gets KO'd.

  • ^O: Tag brings out a ramp that doesn't have specials, but good for stopping straight-shot projectiles cold. Disappears if Tag gets KO'd.

Air O: <All air O moves are the same as the ground versions, they just drop from in front of Tag.

Supers

LVL. 1: Tag Spawns a Lil' Devastator, which crushes anyone that stands on the crush pad, then disappears. Basically acts as a mine that causes a KO. The top acts a an extra wall.

LVL. 2: Tag sends a Hydra missile cluster to blast through opponents. Acts as a taller but slower version of Spike's LVL. 2.

LVL. 3: Tag Uses Toxic Cesspool to smear death onto the ground from a large hill in the background. Functionally works like Good Cole's LVL. 3, but restricted to the ground in exchange for insta-killing opponents instead of trapping them, and longer lasting. moving the cesspool covers both the ground and any platforms above the cesspool's range. The cesspool's width is just slightly less than the platform on the water tower in Paris.

There, what do you think?

edited 17th Dec '12 4:24:11 AM by TechPowah

The New Age of Awesome is here! Not even the sky is the limit!
Alucard Lazy? from Vancouver, BC Since: Jan, 2011 Relationship Status: Showing feelings of an almost human nature
Lazy?
#482: Dec 17th 2012 at 5:26:14 PM

[up]Forgive me if my critique isn't all that good; I'm pretty low on sleep at the moment.

While I haven't played MNR, I like the idea of a character in a vehicle, so I'm definitely seeing a massive chance for uniqueness on that alone (mobility and whatnot). I like the possibilities for all those charge-attacks giving him a chance to do damage at all play-levels (making it difficult/unwise to take your eye off him as people so often do with Spike's charges). I kind of feel he should be allowed to move during at least one of them, but I'm not sure just how maneuverable you plan to have him (especially in the air).

All those variations based on charge-level could get hard to memorize, but at the same time it opens up some interesting set-ups (not combos so much). In that way it's a bit of a double-edged sword.

On another note, when does that Level 1 disappear and how large an explosion does it leave once used? It sounds kind of hard to get multiple kills with, so I'd put it at a threshold of about 100-120 AP (just for reference, Ratchet and Sly have a standard 150 AP threshold for their Level 1s while Big Daddy, Sweet Tooth and Heihachi have 100).

The Level 2 sounds a little modest. How slow are we talking? Spike's Level 2 activates are 330 AP, and the standard AP threshold to use a Level 2 is generally 400. Some Level 2s to down to 350 (Nariko), 330 (Big Daddy), 325 (Radec) and 320 at the lowest for Jak, all of these heavily depending on how they benefit the character (a more mobile character would make Radec's Level 2 horrific, while a melee fighter like Nariko being pinned down to a single spot can be a down-grade for her).

Finally, the Level 3 sounds like it should be at a 675 AP threshold (the same as Good Cole and Sly's Level 3s; for reference, the standard is 700 and cinematic Level 3s like with Toro, PaRappa and Heihachi tend to activate at 600).

edited 17th Dec '12 5:34:07 PM by Alucard

TechPowah Just a simple hero from the room down the hall Since: Mar, 2010 Relationship Status: You cannot grasp the true form
Just a simple hero
#483: Dec 18th 2012 at 6:46:53 AM

..........You know, I had Tag on foot for this moveset, the moves that used the kart were just for those moves, but the way you put it gave me some ideas for controlling the car. Mostly about the car getting extra/greater boosts from Tag's O moves. I'll ammend the moveset when I finish.

Lil' Destroyer having a blast range was something I didn't think of, maybe the range of the projectile from Dante's LVL. 1 from either side is good enough. As for how long it stays out, how about 4 seconds? On that note, should it stay or be removed if Tag gets KO'd?

For Hydra, I was thinking more of Sweet Tooth's LVL. 2 on speed, but it would be a wall of missles, so dodging it is easy, but you can't just jump out of it without air dodging. Basically, if Radec's Arc Cannon shot upwards, and Spike threw that instead of a beam from a Stun Club.

The New Age of Awesome is here! Not even the sky is the limit!
Alucard Lazy? from Vancouver, BC Since: Jan, 2011 Relationship Status: Showing feelings of an almost human nature
Lazy?
#484: Dec 18th 2012 at 12:30:59 PM

In that case, that Level 2 actually sounds pretty powerful. 400 AP should be a perfect threshold needed to activate it.

I think the largest Level 1 explosion comes from Sweet Tooth TNT Tag. Since his move is so hard to land, the developers stuck it at 100 AP. Your move sounds even harder to land, so 100 sounds pretty good for it. A large part depends on how big it is and how quickly it appears (meaning how much damage it can cause in large crowds or how easy is it to throw enemies into it).

Just for reference on the length, Drake's Level 1 propane tank can stay around for about 6 seconds so long as he doesn't fire his gun, but it leaves him helpless. Ratchet's RYNO Level 1 is the longest lasting Level 1 at about 3 seconds that remains continuously on the offensive.

On another note, if Heihachi dies at any point during his Level 2, Kuma leaves instantly, so I'd assume the same for this Level 1 as well.

MetaSkipper the Prodigal from right behind you... Since: Jul, 2011 Relationship Status: Hugging my pillow
the Prodigal
#485: Jan 5th 2013 at 3:19:10 PM

Been a long while.

Naruto Health: 850K

Normals

  • Standing
    • L:Quick jab
    • M:Strong punch
    • H:Roundhous kick
    • S:uppercut
  • Crouching
    • L:Low kick
    • M:Forward punch
    • H:Donkey kick
  • Air
    • L:Quick jab
    • M:Sex kick
    • H:Downward punch
    • S:Axe kick
  • Command Normals
  • F+H:Kunai slash
  • DF+H:Upward donkey kick, launches
  • Air D+H:Kunai slash

edited 11th Jan '13 7:07:02 PM by MetaSkipper

Artificial Intelligence is no match for Natural Stupidity.
Alucard Lazy? from Vancouver, BC Since: Jan, 2011 Relationship Status: Showing feelings of an almost human nature
Lazy?
#486: Jan 9th 2013 at 7:23:12 AM

Well since this has fallen to the second page, time to rescue it (again).

I said before I'd make a PSASBR move-set for Selvaria. Well I went ahead and did it.

However, I could quite fit all I wanted into one character alone, so I made one for Alicia as well.

These two are my most comprehensive move-sets yet. They cover just about everything SuperBot might need for a working for a working build, including animation size/area and AP calculations.

TechPowah Just a simple hero from the room down the hall Since: Mar, 2010 Relationship Status: You cannot grasp the true form
Just a simple hero
#487: Jan 20th 2013 at 12:13:42 AM

OK, my next moveset will be in UMVC 3, for...ummm...

<You can do it, just say it, they can't get you for it...unless...>

Reboot Dante

As a counter-balence, i'll also be working on Nero and Lady from DMC Classic.

<Did the DmC page get redlinked or something?>

EDIT: OK, figured it out.

edited 21st Jan '13 4:00:59 AM by TechPowah

The New Age of Awesome is here! Not even the sky is the limit!
DragonGeyser The Chew Toy of Gaming from a computer, DUH. Since: Dec, 2010
The Chew Toy of Gaming
#488: Jan 20th 2013 at 10:13:27 AM

[up]It got editlocked, so as to prevent any edit wars and flame wars that could erupt.

Lampshade Hanging: It's a lifestyle.
TechPowah Just a simple hero from the room down the hall Since: Mar, 2010 Relationship Status: You cannot grasp the true form
Just a simple hero
#489: Jan 20th 2013 at 11:11:54 AM

Interesting, but I was talking more of the linkage.

Unless the markup is wonky from the extra CamelCase, I couldn't link to it.

edited 20th Jan '13 11:12:57 AM by TechPowah

The New Age of Awesome is here! Not even the sky is the limit!
DragonGeyser The Chew Toy of Gaming from a computer, DUH. Since: Dec, 2010
The Chew Toy of Gaming
#490: Jan 20th 2013 at 12:54:10 PM

Hrm. Are you sure that Dm C Devil May Cry is a redlink?

OK, never mind. Something's wonky with that link.

edited 20th Jan '13 12:54:41 PM by DragonGeyser

Lampshade Hanging: It's a lifestyle.
TechPowah Just a simple hero from the room down the hall Since: Mar, 2010 Relationship Status: You cannot grasp the true form
Just a simple hero
#491: Jan 21st 2013 at 4:05:55 AM

OK, figured it out, you have to specify the namespace, now. Apparently, Main Pages are disambiguations and tropes only from now on. Go figure.

But anyway, yeah, UMVC 3-edition Reboot Dante, Nero and Lady are next up from me.

edited 21st Jan '13 4:09:38 AM by TechPowah

The New Age of Awesome is here! Not even the sky is the limit!
TechPowah Just a simple hero from the room down the hall Since: Mar, 2010 Relationship Status: You cannot grasp the true form
Just a simple hero
#492: Feb 4th 2013 at 3:46:05 PM

You asked for it. The bad news is, here it is: the 1.2 update to Chuck Greene!

Chuck Greene

VA: Peter Flemings; Musical theme: Firewater

Tags:

  • SR: This move can be countered with Doc Strange's Seven Rings Hyper.
  • Tap: This Hyper can have its hit count and damage increased by tapping buttons.

NORMALS:

  • St. L: A quick right hook.
  • Cr. L: A small kick.
  • Air L: A small kick.
  • St. M: A big punch
  • Cr. M: A sweep kick. Causes knockdown.
  • Air M: A big punch.
  • St. H: A downward swing of the Electric Crusher. Causes a Groundbounce.
  • Cr. H: A quick sweep with the Zap N' Shine.
  • Air H: A swipe of the Laser Sword.
  • St. S: Chuck uses the Knife Gloves to one-two punch you in the air.
  • Air S: Chuck uses Dynameat as a multi-hit air finish.
  • Throw: Chuck straps the Pegasus on you, which then lifts you up into the air only to explode. Sends you half screen distance.
  • Back Throw: Chuck sticks you with the Auger, takes you for a ride spin, then tosses you behind him. Sends you half screen distance.
  • Air Throw: Chuck shoots you back into the air with the Blambow. Sends you quarter screen distance.
  • Air Back Throw: Chuck shoots you with the Sterilizer, poisoning you. Sends you right behind Chuck.
  • Guard: Chuck pulls up the Holy Arms to shield himself.
  • Front Dash: Chuck uses the Blitzkrieg as a perma-dash, like Zero in TVC. The guns would be just for show, though.

SPECIALS:

  • Over Your Head(SRKF X)(air - OK): Description
Not a special Grab. The first hit of Frank's Level 3 against regular sized characters, as a special. Chuck takes an object, leaps up and uses it to slam on someones head. the opponent takes an ingame second to get the "headgear" off. L is a traffic cone, Chuck leaps a half screen distance. M is a Servbot helmet, quarter screen distance, a little bit of distance, H stays in place, but with extra damage Incredibly easy to combo from, if you hit them, it comes off and stays on the ground until it registers the end of your combo, meaning only 1 helmet per combo. If used in the air, it counts as a secondary air-combo finisher, but when they stand up, they go into the get-this-off-me animation. Basically, the helmet is a way to sort of reset your combo, but at the expense of reduced damage in addition to to the damage scaling. Once off, the helmet stays there, even after Chuck air-tags a partner.
  • Drill Bucket(SFRK S): Chuck leaps but stays in place, (continuous damage without adding hits, basically poisoning them, until the bucket comes off.) Costs 1 HC bar.
  • Touchdown(QCF X): Chuck kicks a football at the other side of the sceen. OK speed, but Chuck has to wind up a tiny bit. L kicks it straight forward. M kicks it a 45 degree angle, to knock jumping/flying abusers down to the ground. H goes in an arc. Has good priority on contact with other non-beam projectiles. <SR>
    • Hail Mary(QCF S): Chuck kicks this at an arc. hold the S button for farther distance. If this hits, it causes a mini version of TVC's PTX's cluster bombs. Costs 1 HC bar. <SR>
  • Charge(> > > X): Chuck puts on the Moosehead and charges at you. Causes wallbounce. L is fast, but only goes a quarter screen's distance, M is the half screen distance, and is the middle in terms of speed, H goes full screen distance, but slow.
    • Burning S Kull(> > > S): Chuck charges full screen, hits multiple times, ends with wallbounce. Costs 1 HC bar.

  • Rolling Along(hold <, then > X): Chuck kicks over a skateboard towards the enemy. L does 4 hits, and pushes the enemy away from Chuck, M is 1 hit, and knocks the opponent down. Both L and M strengths make the board go away once it makes contact, blocked or no, and doesn't cause double the hits if it connects with assists. H However, it goes much slower than the board, so it's very easy to dodge. <SR>
    • Tesla Ball(hold <, then > S): rolls until it goes off screen, and deals constant but minimal damage until then. Costs 1 HC bar.
  • Deep Impact(hold X/ATK, then release): Ground-only. Chuck slams the Impact Hammer down for a shockwave. L covers quarter screen and makes the enemy do the "steps back" animation. M is a weaker-but-faster version of Gamma Wave, H is half screen screen and makes the enemy go in the air, spinning out.
    • Impact Blaster(hold S, then release): Works like Hsien-Ko's Chireitou, but with pillars of rock instead of BF Ss, and only 3 come out. Costs 1 bar of HC bar.

HYPER COMBOS:

  • Freedom Bear(Lvl 1)(v v XX): Assist hyper. Chuck brings out Freedom Bear to help out. He attacks by using a pistol for quick attacks. Stays out for 4 in-game seconds, after which he poofs in a puff of fluff. FB stays out even if Chuck tag out or even gets KO'd. <SR>
  • Slice-cycle(Lvl 1)(SRKB XX): Chuck gets on his chainsaw-equipped motorbike to ram you. Just like Polimar's Drill hyper from TVC, but no OTG. However, if he hits you on the first drive through, on the last hit, you go into a spin, and get hit by the return trip. <Tap>
  • Light'em Up(Lvl 1)(QCF XX): Pretty straight forward. Chuck busts out the Rocket Launcher and shoots six different colored rockets, with respectivly colored explosions. The actual attack is a lot like Pre-MVC 3 Jill' Missle Launcher. <SR>
  • Big Bad Explosion(Lvl 3)(SRKF XX): Chuck is invincible during startup and afterward until a hit or miss. A zombie falls right in front of Chuck. if it hits, the camera goes to the opponents POV, fending off a few zombies. The enemy will then look back to Chuck, only to find that he has set up some I.E.D.s. The camera then pans to behind chuck facing the other fighter, where he pulls out a shotgun and shoots the IE Ds, causing a massive explosion, sending the opponent in the air. it takes a full in-game second to bring the opponent to the ground, entering from the side of the screen Chuck's standing at, and lands full screen distance away from Chuck, still burning for a moment.
  • Happy Hour(Lvl 3)(QCB XX): Chuck drinks a power drink and gets hyper armor for 7 in game seconds. He can still get thrown and cinematic Hyper Combo'd, though, and cannot uses any moves that involve teammates.

Assists:

  • a (Alpha assist): Ice Age: Chuck tosses the Freezer Bomb at the enemy, freezing them (more Chris' Grenade Launcher than Ammy's Cold Star.) Slow startup. No Damage. <SR> Hyper: Slice-cycle.

  • b (Beta assist): Firewater: Chuck tosses a Molotov that ignores you until it hits the ground, leaving a patch of fire like RR's Oil Bomb. <SR> Hyper: Light'em Up.

  • y (Gamma assist): Outside Voice: Chuck uses the Air Horn to send a short-range blast of sound that will dizzy you. <SR> Hyper: Slice-cycle.

COLORS:

  • Color 2 - Pink jacket, light brown hair, blue jeans, red boots - Katey Greene.
  • Color 3 - Black jacket, black hair, dark green jeans, brown boots - Frank West.
  • Color 4 - Green jacket, red hair, blue jeans, red boots - Stacey Forsythe.
  • Color 5 - Light blue jacket/jeans, light brown hair, black boots - Reed and Roger.
  • Color 6 - Tomato red skin/jacket/shoes, blue jeans, turquoise hair - Hakan.
  • Color DLC - Wily mask, lab jacket, white shirt, blue jeans.

Titles:

  • Arcade Clear: Z-Genocider
  • Very Hard Clear: TIR Champ
  • Five Missions: Handy Man
  • All Missions: Clean Record
  • Used 30 Times: Father of the Year
  • Used 100 Times: Duck Tape FTW

edited 22nd Apr '13 4:18:19 PM by TechPowah

The New Age of Awesome is here! Not even the sky is the limit!
MagcargoMan Hooray! Bubble Party! Since: Oct, 2010
Hooray! Bubble Party!
#493: Feb 6th 2013 at 7:08:29 PM

[up]Okay, like you said I'm gonna put my ideas for Chuck here, and again I praise this, but I already did that on the UMvC3 thread so won't do it again.

Chuck Greene

  • Hyper Combo 1: Boomstick - If Chuck manages to impale the opponent on the Boomstick's pitchfork, he will shoot three times, the third time will shoot them off. This is a reference to the Boomstick's alternate move from Dead Rising 2.
  • Hyper Combo 2: Paddlesaw - Chuck repeatedly spins the Paddlesaw while moving foward, dealing lots of damage.
OR
  • Slicecycle - Chuck gets on a Slicecycle (the custom one, not the TiR one) and drives across to the other side of the screen, dealing lots of damage.
  • Hyper Combo 3: Pegasus - Chuck straps the opponent to the Pegasus and watches as it takes the opponent into the air and explodes, dealing massive damage.

DLC Costume - Psychopath Chuck

edited 6th Feb '13 7:09:42 PM by MagcargoMan

http://www.youtube.com/watch?v=j8yAjWvAqyM
TechPowah Just a simple hero from the room down the hall Since: Mar, 2010 Relationship Status: You cannot grasp the true form
Just a simple hero
#494: Mar 5th 2013 at 5:23:00 AM

Would it be a good idea to do a crowner of all the movesets? It wouldn't really be representative of the fgc at large's opinion, but I think it would be cool to get hard numbers on who all here likes what moveset.

edited 5th Mar '13 6:35:21 AM by TechPowah

The New Age of Awesome is here! Not even the sky is the limit!
Alucard Lazy? from Vancouver, BC Since: Jan, 2011 Relationship Status: Showing feelings of an almost human nature
Lazy?
#495: Mar 5th 2013 at 6:19:49 AM

[up]You can put crowners on media sub-forum threads?

TechPowah Just a simple hero from the room down the hall Since: Mar, 2010 Relationship Status: You cannot grasp the true form
Just a simple hero
#496: Mar 5th 2013 at 6:31:26 AM

Yeah, there's a huge one on the Pokémon 5th gen thread.

The New Age of Awesome is here! Not even the sky is the limit!
MagcargoMan Hooray! Bubble Party! Since: Oct, 2010
Alucard Lazy? from Vancouver, BC Since: Jan, 2011 Relationship Status: Showing feelings of an almost human nature
Lazy?
#498: Mar 6th 2013 at 1:24:49 AM

[up]Google is your friend.

MagcargoMan Hooray! Bubble Party! Since: Oct, 2010
Hooray! Bubble Party!
#499: Mar 6th 2013 at 1:26:30 AM

[up]Not really; the SafeSearch doesn't even do it's job.*

tongue

edited 6th Mar '13 1:26:54 AM by MagcargoMan

http://www.youtube.com/watch?v=j8yAjWvAqyM
tsstevens Reading tropes such as You Know What You Did from Reading tropes such as Righting Great Wrongs Since: Oct, 2010 Relationship Status: She's holding a very large knife
Reading tropes such as You Know What You Did
#500: Mar 6th 2013 at 1:53:10 AM

Don't think I've posted here yet. My character for Tekken.

Mandy Stokes

Mandy had fallen on financial hard times. Jobless, bankrupt, and at risk of becoming homeless, she feels she has nothing to lose in competing in the next King of Iron Fist. However after she conducts research into the other fighters she discovers something very interesting about Jin Kazama, and his mother, providing all the motivation in the world to enter the tournament.

Tropes associated with Mandy:

  • Balance Between Good and Evil: Her shtick. Wants to be heroic, but struggles over whether she has to be villainous to do so.

  • Beware the Nice Ones: Mandy tries to be really nice and good, however if pushed too far she will not hold back. At all.

  • Bring It: After learning of Jun and studying what she could find out Mandy takes this attitude towards her.

  • Catchphrase: “I dare defy fate.”

  • Determinator: Not that fast, powerful or skilled, Mandy relies on the fact that she will not give up, ever.

  • Gentle Giant: Bigger and taller than the other female fighters, but generally sweet.

  • Get A Hold Of Yourself Man: Her entire reason to seek out Jun.

  • Good Is Not Soft: Mandy is not beyond beating down a foe worse than she needs to.

  • Martial Pacifist: Tries to fight strictly for self defense rather than a beatdown, hence the low kicks and takedown maneuvers.

  • Nice Girl: Tries to be, at least.

  • Perpetual Poverty: Her other motivating factor to compete in a competition she has little to no hope of winning.

  • The Rival: Seeks to be this to Jun, over fate.

  • Screw Destiny: Mandy does not believe in fate, she makes her own.

  • Shout-Out:

  • Statuesque Stunner: Stands just a hair under six foot. She uses her height and leverage to her advantage in throws.

  • Unskilled, but Strong: Mandy does not have the martial arts background of other fighters. What she does have is strength and height over other female fighters.

  • What the Hell, Hero??: Takes this attitude towards Jun.

  • Wrestler in All of Us: Uses the likes of DD Ts, leg takedowns, armbars and moves where she can lean in and overpower other fighters to her advantage.

If interested move list to follow.

Currently reading up My Rule Fu Is Stronger than Yours

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